Add setUserIndex/getUserIndex (int index) to btCollisionShape

Share physics setup of BasicDemo between different graphics frameworks, see Demos\BasicDemo\BasicDemoPhysicsSetup.*
Plan is to do this for all Bullet demos.
Improve gwen performance and cursor navigation for tree control.
tweak shadowmap size
SimpleOpenGL3App::registerCubeShape accepts half extents
This commit is contained in:
erwin coumans
2014-05-20 12:02:01 -07:00
parent f213b00022
commit eb74688c18
23 changed files with 657 additions and 303 deletions

View File

@@ -164,19 +164,43 @@ namespace Gwen
virtual void RestrictToParent( bool restrict ) { m_bRestrictToParent = restrict; }
virtual bool ShouldRestrictToParent() { return m_bRestrictToParent; }
virtual int X() const { return m_Bounds.x; }
virtual int Y() const { return m_Bounds.y; }
virtual int Width() const { return m_Bounds.w; }
virtual int Height() const { return m_Bounds.h; }
virtual int Bottom() const { return m_Bounds.y + m_Bounds.h + m_Margin.bottom; }
virtual int Right() const { return m_Bounds.x + m_Bounds.w + m_Margin.right; }
virtual int X() const
{
return m_Bounds.x;
}
virtual int Y() const
{
return m_Bounds.y;
}
virtual int Width() const
{
return m_Bounds.w;
}
virtual int Height() const
{
return m_Bounds.h;
}
virtual int Bottom() const
{
return m_Bounds.y + m_Bounds.h + m_Margin.bottom;
}
virtual int Right() const
{
return m_Bounds.x + m_Bounds.w + m_Margin.right;
}
virtual const Margin& GetMargin() const { return m_Margin; }
virtual const Padding& GetPadding() const { return m_Padding; }
virtual void SetPos( int x, int y );
virtual void SetWidth( int w ) { SetSize( w, Height()); }
virtual void SetHeight( int h ) { SetSize( Width(), h); }
virtual void SetWidth( int w )
{
SetSize( w, Height());
}
virtual void SetHeight( int h )
{
SetSize( Width(), h);
}
virtual bool SetSize( int w, int h );
virtual bool SetBounds( int x, int y, int w, int h );
virtual bool SetBounds( const Gwen::Rect& bounds );
@@ -188,7 +212,10 @@ namespace Gwen
virtual void MoveTo (int x, int y );
virtual void MoveBy (int x, int y );
virtual const Gwen::Rect& GetBounds() const { return m_Bounds; }
virtual const Gwen::Rect& GetBounds() const
{
return m_Bounds;
}
virtual Controls::Base* GetControlAt( int x, int y );